Ok, first edit the BaseEngine.ini and find the line: AllowSubsurfaceScattering=False Change that to True. Second (just to be sure) for some reason I don't get the compile warning. But it looks like it does, so I just did a full recompile using Unreal Frontend.
Guys, I need an answer quickly: Is it possible to render animations to file with Unreal, other than using Fraps or Camtasia ? Like the Tiledshot # console command writes to file a single image, but for a small machinima? These should be, since UT3 and Gears cutscene are videos, but created ingame...
i wouldn't think so since max's Z is up right....and so is unreal....go check. bring in a simple model and use a point light and move it around to see that the bumps are going in/out when they need to. i render maps from maya and it works fine
SO I am doing this small level and a perfectly normal mesh appears broken in UDK. I am using the unreal actor X static mesh exporter. In Maya displaying soft and hard edges. In UDK with some faces missing. Any thoughts on why is this happening?
To make a NEW weapon, you need to do scripting along with the model/rigging (and follow some rules like handle bone/naming). If you just want to change the model of the weapon, then you'd still have to go into scripting to change some parameters. (Copy say the link gun to your own classes folder, point the INI to that…
uvs have padding space, i thought that may be it, so i went in an adjusted all them to have plenty of space at the borders.. but still got this. a reboot vixes the poping issue i had gues my machine just got bogged down with sketchup max photoshop and unreal
El Electron: You can have models with open edges in Unreal, no problem. Best bet for your building would be to divide it up into modular chunks then reassemble it in Unreal. Each chunk can then use a small light map where it's needed. Rhinokey: Did you check out this page on UDN? It talks about needing a G16 format image,…
UDK doesn't use your My Games/Unreal Tournament 3/... folder. It just looks for content in its own install directory as far as I know. And I can type a big list of stuff that's different, but yes, they are quite different. Different enough to make you want to use it badly!
Hey, I'm new to Polycount and new to the unreal development kit. I'm making my first scene for a project and I'm struggling to find a way to place text down at certain points in my level, like subtitles at the bottom of the screen. Am i looking in the wrong places or can it not be done? Thanks :)
kaze, i asked the same question a couple pages back and got no response. My advice would be to try to read up on materials as much as you can. Try hourences.com or if you want to dish out a little bit of dough like i did, buy the learning unreal technology books.